12-26-2009, 12:07 AM
#51
12-26-2009, 09:06 AM
#52
Of course not.
As Archer can't seem to grasp, there's an important difference between "chosen" and "forced" gameplay. The former is an improvement. The latter is not.
His original point was to force us all to move the counter down to the mini-map. On the basis of fixing something for a minor portion of the playerbase. Something that clearly isn't broken because it's worked fine for over a decade. Its wholly ridiculous, and completely separate from the next suggestion of customizable UI.
You know what's also a "fix" for a minor portion of the playerbase? APM sink macro mechanics.
As usual I'm the only one seeing the connections here, and its sad.
Last edited by DemolitionSquid; 12-26-2009 at 09:09 AM.
12-26-2009, 09:47 AM
#53
Please be aware of the SC:L Posting Rules and Guidelines.
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12-26-2009, 10:01 AM
#54
12-26-2009, 11:26 AM
#55
wow
LOL so lets get it straight. Now you are the one argueing to keep an outdated interface that favors elite longtime fans and hinders new players from learning the game.....
AND that is somehow equatable to me agreeing with Dustin Browder that Macro gameplay must have a place in Starcraft 2?
12-26-2009, 11:47 AM
#56
12-26-2009, 11:52 AM
#57
If your just going to do typical dsquid dodging than maybe its your turn to back up your side of the arguement. Can you give a single reason other than "its what were used to" for why the resource counters should remain floating out in the top right?
Ive given several reasons why they should be moved. For instance the point about having one of the most important pieces of intel be a floating white number above a snow white tileset. In a competitive game with a emphasis on spectator viewing nonetheless.
12-26-2009, 12:03 PM
#58
My argument isn't "its what were used to." As usual, you're lying and twisting my words.
My argument is "there's no point in changing something that's worked for a decade when it has never caused any problems, ie. fixing what isn't broken." The "problems" you list are either non-existent or extremely minor (like the "white text on a snow tileset" issue which in 12 freakin years I've never heard anyone complain about until now).
If ""white text on a snow tileset" was such a big issue for you, you could have suggested changing the text color to blue, or pink, or some other random pigment. But instead, you decide to use it as a paltry excuse to change a gameplay element that has never caused a single issue of grief to anyone.
This thread is a freakin joke.
12-26-2009, 12:05 PM
#59
12-26-2009, 12:10 PM
#60